Add spine and dialogic museums
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docs/museums/dialogic/start_timeline.dtl
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124
docs/museums/dialogic/start_timeline.dtl
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# ============================================================
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# Dialogic 2 Test Timeline — Feature Showcase
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# ============================================================
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# Characters available:
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# Miko — portraits: neutral, smile, joy, anger, shock
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# Advisor — portraits: pl5, blink, doubt, surprise
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# Merchant — portraits: happy, blink, surprise, confusion
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# ============================================================
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# ---- SETUP: Variables --------------------------------------
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set {coins} = 0
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set {player_has_key} = false
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set {met_merchant} = false
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# ---- LABEL: opening ----------------------------------------
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label opening
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# Join both main characters at the start
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join Miko center
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join Advisor right
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Miko (joy): Welcome to the Dialogic 2 Test Timeline!
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Advisor (pl5): This timeline showcases all major Dialogic features.
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# ---- TEXT: BBCode & text effects --------------------------
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Miko (joy): Hi there! I'm Miko, and this is a [b]bold[/b] text test.
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Miko (joy): [speed=0.02]I can speak slowly too...
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Miko (joy): And now I'm back to normal speed.
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Advisor (pl5): Remember, [color=red]colored text[/color] works as well.
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Advisor (pl5): [pause=1.0] ...and so do timed pauses.
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# ---- CONDITION: Variable-based branching ------------------
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if {coins} == 0:
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Miko (doubt): I don't have any coins yet. Let's find some!
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Advisor (doubt): We should look around carefully.
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else:
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Miko (joy): Nice, I already have some coins!
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Advisor (pl5): Good. That will come in handy.
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# ---- VARIABLE: Set a variable -----------------------------
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set {coins} = 10
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Miko (joy): [shake]Look![/shake] I just found 10 coins.
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# ---- LABEL: merchant_encounter ----------------------------
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label merchant_encounter
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join Merchant left
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Miko (neutral): A merchant appeared. Let's see what he has.
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Advisor (doubt): Be cautious, Miko. Don't reveal everything you carry.
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Merchant (happy): Welcome, traveler! Would you like to see my wares?
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# ---- CHOICE: Branching dialog -----------------------------
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- Yes, show me what you've got!
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set {met_merchant} = true
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Miko (joy): Absolutely, show me your best items!
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Merchant (happy): Excellent choice! I have potions, scrolls, and enchanted blades.
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Merchant (blink): That will be {10/15/20} gold coins, please!
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set {coins} = -10
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Miko (shock): Here you go! That was expensive...
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Advisor (blink): Did you really have to spend all our coins?
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- Not right now, maybe later.
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Miko (neutral): I'll come back when I have more gold.
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Merchant (happy): Suit yourself. The door is always open.
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Advisor (pl5): A wise decision.
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- Use the ancient key to barter. | [if {player_has_key}]
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Miko (smile): I have this ancient key. Will you trade for it?
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Merchant (surprise): [shake]A key from the old kingdom?![/shake] Take anything you want!
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set {player_has_key} = false
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Miko (joy): That was a great deal!
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Advisor (surprise): You traded the key?! That was reckless...
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# ---- SIGNAL: Emit a custom signal -------------------------
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[signal arg=item_bought]
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Merchant (happy): Pleasure doing business with you!
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Miko (smile): Thanks, merchant!
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Advisor (pl5): Let's keep moving. We have ground to cover.
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# ---- WAIT: Timed pause (seconds) --------------------------
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[wait time="1.0"]
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Miko (neutral): Let's keep exploring.
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# ---- JUMP & LABEL: Navigation -----------------------------
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jump secret_room
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# ---- LABEL: farewell (unreachable via normal flow) --------
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label farewell
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Miko (smile): Goodbye for now!
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Advisor (pl5): Until next time.
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[end_timeline]
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# ---- LABEL: secret_room -----------------------------------
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label secret_room
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leave Merchant
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Miko (surprise): Hey, the merchant disappeared... and there's a hidden door here!
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Advisor (doubt): Careful, Miko. We don't know what's inside.
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Miko (neutral): You're right, but we have to check it out.
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Advisor (pl5): Very well. I'll follow your lead.
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# ---- CONDITION with ELSE ----------------------------------
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if {player_has_key}:
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Miko (joy): Good thing we still have the ancient key. Let's open it!
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Advisor (surprise): The key glows faintly as you approach.
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Miko (smile): Here goes nothing...
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[signal arg=door_opened]
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else:
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Miko (anger): Darn, we used the key at the shop. How do we open this?
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Advisor (pl5): Maybe we can find another way around.
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Miko (doubt): I guess we'll have to search for another entrance.
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Advisor (doubt): Patience. Every lock has its key.
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# ---- JUMP to farewell label -------------------------------
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Miko (smile): Well, that's the end of the test timeline!
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Advisor (pl5): A successful demonstration, I'd say.
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jump farewell
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# End
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